varying vec3 normal, lightDir, color;
varying vec2 texcoord;

uniform vec3 tmp_color;

void main()
{
    texcoord = vec2(gl_MultiTexCoord0);
    normal = normalize(gl_NormalMatrix * gl_Normal);
    color = vec3(1.0);      
    vec4 vertex_in_modelview_space = gl_ModelViewMatrix * gl_Vertex;
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    lightDir = -normalize(vertex_in_modelview_space.xyz-vec3(gl_LightSource[0].position));
}
